Rick Posted March 3, 2010 Share Posted March 3, 2010 Any ideas why my Update for my controller isn't moving even when I hardcode the move value to 2? self.controller:Update(self.rotation, 2, self.strafe, self.jump, 5000, 10, 0) Quote Link to comment Share on other sites More sharing options...
Rick Posted March 3, 2010 Author Share Posted March 3, 2010 nvm, I forgot I was recreating the controller if properties were changed and forgot to set mass and entity type after the recreation. Now it's goes all over the place . Need to figure that out. Quote Link to comment Share on other sites More sharing options...
Marleys Ghost Posted March 3, 2010 Share Posted March 3, 2010 you have set the mass? Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
Rick Posted March 3, 2010 Author Share Posted March 3, 2010 So because I use SetPosition() when not in game mode and the mass and everything is already set, the force just builds up the longer the controller is created and not run in game mode. That explains why my controller was shooting all over the place. That's interesting. I guess I'll save setting the mass on the controller until right before I get into game mode. Quote Link to comment Share on other sites More sharing options...
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